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    posted a message on "Create Saved Game" action

    👌🏾

    Posted in: Triggers
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    posted a message on "Create Saved Game" action

    👌🏾

    Posted in: Triggers
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    posted a message on "Create Saved Game" action

    I tried using this, figuring that eight years later it might have been fixed and we're authorized to autosave for the player, the way you can even in Warcraft 3.

    But it's still the way it was before, you're blocked completely.

     

    Has anyone found a workaround for this in eight years? Something that lets you autosave maybe through custom script?

    Posted in: Triggers
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    posted a message on Bliz, plx...

    Blizzard is amazing.

    Posted in: General Chat
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    posted a message on How to make health bar that changes color suddenly instead of gradually (like SC1)

    Yep this is fixed, thanks for the tip That thing in UI Data only controls the colors of the text and the wireframe that you see in the unit info panel looks like...I can edit the status bar on the unit actor and just have 3 colors in there no problem..

    Posted in: UI Development
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    posted a message on How to make health bar that changes color suddenly instead of gradually (like SC1)

    Well the main thing is disabling the interpolation, so you don't see a reddish-orangish color for a unit with 40% hp, you still see orange. It's important because certain effects take place at certain HP percentages like 66/33. If you can just set something on actors to disable the color interpolation then that's the answer, but I'll have to check to make sure.

    Posted in: UI Development
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    posted a message on How to make health bar that changes color suddenly instead of gradually (like SC1)

    How would you do this? As the unit takes damage the bar switches from green to yellow to red without interpolation, it's simple but sadly you can't do even something this simple with the UI Data settings. Also note that it has to be the default behavior for all units, not a custom demo-ish behavior for one unit.

    Posted in: UI Development
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    posted a message on Validator that only matches units hit by unit's weapon effect?

    Kind of though it's more like an aura really, so I can't block an ability cast like that, it needs to be a Validator you can put on an effect, something with Markers or something like that though I couldn't get it to work. Also can't use a behaviour unless the behavior can be personalized somehow to only link two specific units? Don't think you can do that.

    Posted in: Data
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    posted a message on Validator that only matches units hit by unit's weapon effect?

    I'm making an ability/weapon where a unit creates a persistent effect between itself and the enemy unit constantly, and I can't find a way to later create different effects from the first unit that can only target that specific enemy unit, basically only my unit and the targeted enemy unit can run these new effects and nothing else, any help?

    Posted in: Data
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    posted a message on Detect when interceptors are returning or have returned to Carrier?
    Quote from abvdzh: Go

    you need to use iterate magazine effect and put desired effect in "effect internal+ " field, then u need to create persistent on ammo launch and make this iterate magazine periodic, so it will check if unit is internal or not. But it will be firing for every ammo unit inside, so u most likely need to apply behaviour on launch to make external ammo different from internal and then use validator for your desired effect which must be executed when ammo has returned to host. For detection the process of returning you can manualy return it with "return magazine" effect and fire some additional effect that you need in this moment.

    Very cool ideas, thanks.

    Posted in: Data
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    posted a message on Detect when interceptors are returning or have returned to Carrier?

    Do you think this is possible to reliably "detect" in Data?

    Posted in: Data
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    posted a message on (Solved)How to Texture Swap On Death Model

    Each actor is linked to a Death Model actor, just make a custom one and use it for your unit only, and give it Texture Select By Id actions set to take place on Actor Creation. You can also place those actions on the main generic Death Model actor with a validator checking for the original unit's model name so you know what texture to replace, which is what I do since i'm lazy, but probably not recommended, dunno.

    Posted in: Data
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    posted a message on Button that shows "fake" resource costs?

    How is that going to help though? I imagine (if I set resource costs to 0 so the ability button doesn't error me out) it will set the costs to 0 in the tooltip too which must not happen.

    Posted in: Data
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    posted a message on How to disable the default gain-resource texttag?

    These should be editable Actors in the Actor tab, a lot of stuff is at least, have a look there.

    Posted in: Data
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    posted a message on Button that shows "fake" resource costs?

    Basically you have a train ability that costs something like minerals or energy, but what it actually costs is 0 and you can always use the ability without an error (and do various funky stuff behind the scenes to decide what happens with the ability) Also the resource costs must be shown in the proper place, not faked somewhere in the button's description with embedded images for the icons etc. Thanks for any help!

    Posted in: Data
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